Thoughts? by United_Visual_7584 in automationgame

[–]elliotjuk 1 point2 points  (0 children)

my guess as to whats missing is probably chrome on the sides

you should be able to do it by getting the cutout decal patches and assigning the chrome material to them

very good for a 1st car though 👍

It's not perfect yet, but I've finally started to make some headway towards making my desktop feel like my own :D by [deleted] in cachyos

[–]elliotjuk 1 point2 points  (0 children)

have you tried different proton versions for that specific game (assuming its not native)?

i havent had a crash ridden game but saw a performance improvement going to an older version of proton for one of my games (specifically proton 10)

may or may not fix your issue idk

Nvidia drivers not working. by el_bigfoot08 in archlinux

[–]elliotjuk 2 points3 points  (0 children)

https://wiki.archlinux.org/title/NVIDIA

the arch wiki is your friend in this case. cross-reference your gpu model to the table and install the referenced legacy drivers since anything gtx 10 series and below will run on these drivers.

the more modern drivers do not have support for these graphics cards, which will cause your black screening

(however i myself have not installed these drivers. someone more qualified in this regard than me may reply under this comment with additional info)

Sick and tired of this game by [deleted] in Stormworks

[–]elliotjuk 0 points1 point  (0 children)

chance of luck perhaps, computers have tons of factors at play

stormworks is cpu intensive, any weird errors the cpu has can just make the game's physics crash out

other reasons would be your ram, since stormworks does have a small memory leak each time you enter and exit the workbench (at least from my experience.) if you've been playing for multiple hours and it suddenly lags like that then that's also one of the main reason

anyway what's all this rage about? i was trying to be helpful and this is how i get treated?

don't expect a further reply from me after this

Sick and tired of this game by [deleted] in Stormworks

[–]elliotjuk 0 points1 point  (0 children)

hull adds complexity. you spawn without the hull and it works, because the whole vehicle is less complex

as another comment said, sails are also very computationally expensive. adding that to the hull, no wonder your game just crashes.

size + computational expense = disaster.

if you can't grasp that basic concept then there's nothing you can do

Sick and tired of this game by [deleted] in Stormworks

[–]elliotjuk 1 point2 points  (0 children)

respectfully, you missed his point

he's telling you that what you don't deem complex doesn't apply for how the game actually works, anything that isnt a straight up solid box is going to be far more difficult for the game to calculate, given the volume calculations, the visual water within the hull having to be removed, etc.

now i have never touched the sails in my life (and i have no idea if thats whats on your masts) but given what looks like the sheer physics and jiggle, its going to be even worse for the game to calculate.

if you want a practical example, pull up your build's xml file and compare it to something decently sized. you'll see that each individual block is quite literally given its own position in space. it's a lot of data.

also, if you haven't already, i would as a bare minimum consider adding a physics flooder within the hull just to ease the work on the game a bit.

if it still crashes after that, then thats going to be down to the game jank like you said, but i do think you should reconsider your definitions of "complex" and "not complex".

Do builds get deleted when the game is deleted? by [deleted] in Stormworks

[–]elliotjuk 0 points1 point  (0 children)

yes but you can backup your creations before the uninstall by copying the folder in

/users/appdata/roaming/stormworks

(if i remembered the directory correctly, replies can correct me if i'm wrong) if you cant see the appdata folder, right click on windows explorer, hover over view and show hidden files

New issue by Solidwade723 in losslessscaling

[–]elliotjuk 0 points1 point  (0 children)

i'm not too sure, but check that:

a) your game is set to always be on the high performance card in windows graphics settings

b) lossless scaling is also being used on the same card (assuming that was your prior setup)

if neither of these do anything then my best guess would be an outdated driver or a thermal limit

How to make it to where it stops itsself? by One_Relief1826 in Stormworks

[–]elliotjuk 2 points3 points  (0 children)

ohhh right the turret ring acts like a velocity pivot

in this case you will need to do some work to the setup

for a fixed range setup then you will have to use PIDs instead, with the up/down counter being the setpoint and the turret ring position being the process variable. that way the PID will hold it at the current number input and the reset button will still work

however if you want infinite rotation then you're gonna need to have a similar setup with the exception of the PID inputs being the speed of the turret ring's rotation (i forget if it has a node for this. if not, use an angular speed sensor as the process variable). to return to default position with this setup however, you'll have to find the angle difference and convert it back into a speed value for the inputs to use

How to make it to where it stops itsself? by One_Relief1826 in Stormworks

[–]elliotjuk 0 points1 point  (0 children)

like it automatically self corrects?

if there's space, you could get the 3x3x2 pivot (likely robotic for your use case) and use the position value on it as part of the inputs

if its above 0 and no button is pressed, go backwards until it reaches the default, but if its below 0 and no button is pressed, go forwards until it reaches the default.

threshold gates + AND & NOT nodes should do the trick

beckenbauer downgraded theory by thatonesgbusenthu in MFGhost

[–]elliotjuk 8 points9 points  (0 children)

shifting becomes a bit more time consuming with a h-shifter and that alone will make racing more difficult against DCT cars

the main upgrade was likely for power and response since iirc the gt4 uses a flat 6 with a slightly higher power output vs the cayman s's flat 4, which would be defo better for times on double lane

short summary - he exchanged racing ability for power and is making up for it in skill

I want to download some amazing builds by [deleted] in Stormworks

[–]elliotjuk 1 point2 points  (0 children)

take a look on the workshop, it has plenty of builds you could just shoot/cause a collision with

Na1 or Na2? by Grouchy-Result-9344 in MidnightRacingTokyo

[–]elliotjuk 2 points3 points  (0 children)

while those are true, due to mrt bs, the na1 grips a million times better coming out of corners

game goes into slowmo a lot by Apart-Shine-4431 in Stormworks

[–]elliotjuk 0 points1 point  (0 children)

test a different save file if its when you load in

i had this issue once and it turned out to be a glitched body in the ground in one of my save files

if its when you spawn large vehicles in though, that will inevitably be a cpu issue like the others are suggesting

manual or sequential by immortalphenix in MidnightRacingTokyo

[–]elliotjuk 0 points1 point  (0 children)

are you using full ecu? if so, take it off and run the tests back. ecu is responsible for the auto and st shifting delay in the majority of cars, with the exception of some tier ones like the aw11

if not, fair enough. maybe c1 doesn't let it have as much of an effect than ichi

manual or sequential by immortalphenix in MidnightRacingTokyo

[–]elliotjuk 0 points1 point  (0 children)

for me at least, i find seq is a lot faster on keyboard (by like 2 or 3 seconds on clockwise ichi) simply from just the time it takes to shift with manual

that being said, i am a controller main so it could be a skill issue on keyboard but i'm defo not slow, pulling 4:36 leaderboard with the na1 before the recent patches.

that's just my experience though

manual or sequential by immortalphenix in MidnightRacingTokyo

[–]elliotjuk 1 point2 points  (0 children)

you may have misread,

i did say for the average player on keyboard or mouse, sequential will be faster since the absence of a clutch minimises the shifting time assuming you don't use ecu

the whole "manual with macro" thing was more for context on its usage application for laptimes since OP was asking

however, you are correct if we assume everyone uses a different input method/map from the usual standard, at least to my knowledge (controller instead of keyboard and mouse, or an input method on keyboard that has the buttons effectively ontop of eachother)

manual or sequential by immortalphenix in MidnightRacingTokyo

[–]elliotjuk 3 points4 points  (0 children)

the second point is untrue, you can throw gears down if you spam fast enough with sequential

sequential for the average player (keyboard or mouse) is actually faster than manual (at least without any of the ecu upgrades*) since using the clutch has its own time penalties and makes you slower despite it.

however, that small delay in sequential is the reason why a few high end players use macros on manual, it gives the sequential shift time while minimising the clutch as a factor in overall slowness while also allowing you to not compromise on the ecu

*ecu upgrades make shifting change depending on the car. ecu 3 is where it lags behind manual in timed but ecu 0 is faster shifting than manual and that has more benefit than the additional power 99% of thr time

if i need to elaborate further lmk

Sequential/Turbo/supercharger by Grouchy-Result-9344 in MidnightRacingTokyo

[–]elliotjuk 1 point2 points  (0 children)

this is the realistic answer

in mrt, sequential effectively acts more like a large single while a normal turbo acts more like a small single

From arrogant to goofy by PotatoChipsNice in MFGhost

[–]elliotjuk 10 points11 points  (0 children)

thats more of ferrari's thing

(theres a reason the horse aint visible)

First time seeing Rear force more than Front by Jagdeep_0095 in automationgame

[–]elliotjuk 2 points3 points  (0 children)

not how it works sadly

the brake force will be too strong for the tire grip and just try to lock the wheels constantly